Bimodal user interaction with a simulated object -> Monitor Keywords
Fresh Patents
Monitor Patents Patent Organizer File a Provisional Patent Browse Inventors Browse Industry Browse Agents Browse Locations
site info Site News  |  monitor Monitor Keywords  |  monitor archive Monitor Archive  |  organizer Organizer  |  account info Account Info  |  
12/07/06 - USPTO Class 715 |  90 views | #20060277466 | Prev - Next | About this Page  715 rss/xml feed  monitor keywords

Bimodal user interaction with a simulated object

USPTO Application #: 20060277466
Title: Bimodal user interaction with a simulated object
Abstract: A method of providing user interaction with a computer representation of a simulated object, where the user can control the object in three dimensions. The method can provide for two distinct states: a “holding” state, and a “released” state. The holding state roughly corresponds to the user holding the simulated object (although other metaphors such as holding a spring attached to the object, or controlling the object at a distance can also be suitable). The released state roughly corresponds to the user not holding the object. A simple example of the two states can include the holding, then throwing of a ball. While in the holding state, the method provides force feedback to the user representation of forces that the user might experience if the user were holding an actual object. The forces are not applied when in the released state. (end of abstract)



Agent: V. Gerald Grafe, Esq. - Corrales, NM, US
Inventor: Thomas G. Anderson
USPTO Applicaton #: 20060277466 - Class: 715700000 (USPTO)

Related Patent Categories: Data Processing: Presentation Processing Of Document, Operator Interface Processing, And Screen Saver Display Processing, Operator Interface (e.g., Graphical User Interface)

Bimodal user interaction with a simulated object description/claims


The Patent Description & Claims data below is from USPTO Patent Application 20060277466, Bimodal user interaction with a simulated object.

Brief Patent Description - Full Patent Description - Patent Application Claims
  monitor keywords

CROSS REFERENCE TO RELATED APPLICATIONS

[0001] This application claims the benefit of U.S. provisional application 60/681,007, Computer Interface Methods and Apparatuses,"filed May 13, 2005, incorporated herein by reference.

BACKGROUND

[0002] The present invention relates to methods and apparatuses related to user interaction with computer-simulated objects, and more specifically to methods and apparatuses related to force feedback in user interaction with different object behavior dependent on whether or not a user is holding or controlling the object.

[0003] Computing technology has seen a many-fold increase in capability in recent years. Processors work at ever higher rates; memories are ever larger and always faster; mass storage is larger and cheaper every year. Computers now are essential elements in many aspects of life, and are often used to present three-dimensional worlds to users, in everything from games to scientific visualization.

[0004] The interface between the user and the computer has not seen the same rate of change. Screen windows, keyboard, monitor, and mouse are the standard, and have seen little change since their introduction. Many computers are purchased with great study as to processor speed, memory size, and disk space. Often, little thought is given to the human-computer interface, although most of the user's experience with the computer will be dominated by the interface (rarely does a user spend significant time waiting for a computer to calculate, while every interaction must use the human-computer interface).

[0005] As computers continue to increase in capability, the human-computer interface becomes increasingly important. The effective bandwidth of communication with the user will not be sufficient using only the traditional mouse and keyboard for input and monitor and speakers for output. More capable interface support will be desired to accommodate more complex and demanding applications. For example, six degree of freedom input devices, force and tactile feedback devices, three dimensional sound, and stereo or holographic displays can improve the human-computer interface.

[0006] As these new interface capabilities become available, new interface methods are needed to fully utilize new modes of human-computer communication enabled. Specifically, new methods of interaction can use the additional human-computer communication paths to supplement or supplant conventional communication paths, freeing up traditional keyboard input and visual feedback bandwidth. The use of force feedback, or haptics, can be especially useful in allowing a user to feel parts of the interface, reducing the need for a user to visually manage interface characteristics that can be managed by feel. Users interfacing with non-computer tasks routinely exploit the combination of visual and haptic feedback (seeing one side of a task while feeling the other); bringing this sensory combination into human-computer interfaces can make such interfaces more efficient and more intuitive for the user. Accordingly, there is a need for new methods of human-computer interfacing that make appropriate use of haptic and visual feedback.

[0007] As a specific example, many contemporary computer games require the user to throw or otherwise propel an object. The games typically allow the user to specify a throw by pressing a button or combination of buttons. The timing of the button press, often relative to the timing of other actions occurring in the game, controls the affect of the throw (e.g., the accuracy or distance of the throw). Some games display a slider or power bar that indicates direction or force of a throw; the user must press the appropriate button when the slider or bar is at the right value for the desired throw. The user can thereby control aspects of the throw, but not with any of the skills learned in real world throwing. Specifically, the direction of the user's hand motion and the force applied by the user near the release of the throw generally are not significant to the throwing action in the game. Also, the object being thrown is generally represented within the game independent of whether it is being held or has been released, forcing the user to adjust the control of the object to the constraints of the simulations in the game. These limitations in current approaches can produce unrealistic and difficult to learn game interaction.

SUMMARY OF THE INVENTION

[0008] The present invention can provide a method of providing user interaction with a computer representation of a simulated object, where the user can control the object in three dimensions. The method can provide for two distinct states: a "holding" state, and a "released" state. The holding state roughly corresponds to the user holding the simulated object (although other metaphors such as holding a spring attached to the object, or controlling the object at a distance can also be suitable). The released state roughly corresponds to the user not holding the object. A simple example of the two states can include the holding, then throwing of a ball. While in the holding state, the method provides force feedback to the user representation of forces that the user might experience if the user were holding an actual object. The forces are not applied when in the released state.

[0009] The present invention can allow the user to direct transitions from the holding state to the released state (e.g., releasing the ball at the end of the throwing motion), from the released state to the holding state (e.g., picking up a ball), or both. The present invention can also provide forces that represent both pushing and pulling the simulated object. The present invention can also accommodate different haptic and visual expectations of the user by providing different interaction of the object within a simulated space in the two modes. For example, a ball can be simulated with a large mass when being held by the user, to provide significant force feedback communication to the user. Upon release, however, the ball's mass internal to the simulation can be adjusted to a smaller value, to allow the ball to move and interact with other objects on a scale more fitting to the visual display capabilities.

[0010] The present invention can also provide a method of representing a simulated object within a three dimensional computer simulation. The object can be represented within the simulation with a first set of properties when the user is directly controlling the object (e.g., holding the object), and with a second set of properties when the user is not directly controlling the object (e.g., after the user releases the object). The properties different between the two sets can comprise properties of the simulation (e.g., time or gravity forces), properties of the simulated object (e.g., mass or inertia), or a combination thereof. The simulation can comprise a simulation of real-world physics interactions, such as is supported by contemporary hardware accelerators, with the physics principles, the object properties, the environment properties, or a combination thereof, changed when the user initiates or terminates direct control of the object.

[0011] The present invention can be applied to computer game applications, where the present invention can provide for enhanced user experience in propelling an object. When the user is holding the object, the present invention can provide for a set of object and interaction forces that optimize the user experience of holding the object. When the user indicates a release of the object, the present invention can provide for a set of object and simulation properties that optimize the simulated object's behavior within the game environment. The present invention can be applied to games such as football, basketball, bowling, darts, and soccer.

[0012] The advantages and features of novelty that characterize the present invention are pointed out with particularity in the claims annexed hereto and forming a part hereof. However, for a better understanding of the invention and the methods of its making and using, reference should be made to the drawings which form a further part hereof, and to the accompanying descriptive matter in which there are illustrated and described preferred embodiments of the present invention. The description below involves specific examples; those skilled in the art will appreciate other examples from the teachings herein, and combinations of the teachings of the examples.

DESCRIPTION OF THE INVENTION

[0013] The present invention can provide a method of providing user interaction with a computer representation of a simulated object, where the user can control the object in three dimensions. The method can provide for two distinct states: a "holding" state, and a "released" state. The holding state roughly corresponds to the user holding the simulated object (although other metaphors such as holding a spring attached to the object, or controlling the object at a distance can also be suitable). The released state roughly corresponds to the user not holding the object. A simple example of the two states can include the holding, then throwing of a ball. While in the holding state, the method provides force feedback to the user representation of forces that the user might experience if the user were holding an actual object. The forces are not applied when in the released state.

[0014] The present invention can allow the user to direct transitions from the holding state to the released state (e.g., releasing the ball at the end of the throwing motion), from the released state to the holding state (e.g., picking up a ball), or both. The present invention can also provide forces that represent both pushing and pulling the simulated object. The present invention can also accommodate different haptic and visual expectations of the user by providing different interaction of the object within a simulated space in the two modes. For example, a ball can be simulated with a large mass when being held by the user, to provide significant force feedback communication to the user. Upon release, however, the ball's mass internal to the simulation can be adjusted to a smaller value, to allow the ball to move and interact with other objects on a scale more fitting to the visual display capabilities.

[0015] The present invention can also provide a method of representing a simulated object within a three dimensional computer simulation. The object can be represented within the simulation with a first set of properties when the user is directly controlling the object (e.g., holding the object), and with a second set of properties when the user is not directly controlling the object (e.g., after the user releases the object). The properties different between the two sets can comprise properties of the simulation (e.g., time or gravity forces), properties of the simulated object (e.g., mass or inertia), or a combination thereof. The simulation can comprise a simulation of real-world physics interactions, such as is supported by contemporary hardware accelerators, with the physics principles, the object properties, the environment properties, or a combination thereof, changed when the user initiates or terminates direct control of the object.

[0016] The present invention can be applied to computer game applications, where the present invention can provide for enhanced user experience in propelling an object. When the user is holding the object, the present invention can provide for a set of object and interaction forces that optimize the user experience of holding the object. When the user indicates a release of the object, the present invention can provide for a set of object and simulation properties that optimize the simulated object's behavior within the game environment. The present invention can be applied to games such as football, basketball, bowling, darts, and soccer.

[0017] Various terms may be referred to herein, and a discussion of their respective meanings is presented in order to facilitate understanding of the invention. Haptics is the field that studies the sense of touch. In computing, haptics refers to giving a User a sense of touch through a Haptic Device. A Haptic Device (or Device) is the mechanism that allows a User to feel virtual objects and sensations. The forces created from a Haptic Device can be controlled through motors or any other way of transferring sensations to a User. The position of a Device typically refers to the position of a handle on the Device that is held by User. Any of the algorithms described can vary depending on where the handle of the Device is within its workspace. Haptic Devices can have any number of Degrees of Freedom (DOF), and can have a different number of DOF for tracking than for forces. For example a Haptic Device can track 3 DOF (x, y, and z), and output forces in 3 DOF (x, y, and z), in which case the tracked DOF are the same as the forces DOF. As another example, a Haptic Device can track 6 DOF (x, y, and z, and rotation about x, y, and z), but only have 3 DOF (x, y, and z), in which case the tracked DOF are a superset of the forces DOF. Additionally, any of a Device's DOF can be controlled by direct movements not relative to a fixed point in space (like a standard computer mouse), controlled by direct movements relative to a fixed point in space (like a mechanical tracker, mechanically grounded to a table it is resting on, where it can only move within a limited workspace), or controlled by forces against springs, movements around pivot points, twisting or turning a handle, or another type of limited movements (joystick, spaceball, etc).

[0018] A User is a person utilizing a Haptic Device to play a game or utilize some other type of application that gives a sense of touch. The User can experience a simulation or game in ways that are consistent with a Character (described below) such that the User feels, sees, and does what the Character does. The User can also have any portion or all of the interactions with the simulation be separate from the Character. For example, the User's view (i.e. what is seen on the monitor) does not have to be lined up with a Character's view (i.e. what a Character would see given the environment and the location of the Character's eyes), whether the Character is currently being controlled or not. The User can directly feel what a Character feels, through the Haptic Device (for example, the weight of picking up an object), or the User can feel a representation of what the Character feels to varying degrees (for example a haptic representation of the Character spinning in the air). A Character is a person or object controlled by a User in a video game or application. A Character can also be a first person view and representation of the User. Characters can be simple representations described only by graphics, or they can have complex characteristics such as Inverse Kinematic equations, body mass, muscles, energy, damage levels, artificial intelligence, or can represent any type of person, animal, or object in real life in varying degrees of realism. A Character can be a complex system like a human, or it can simply be a simple geometric object like a marble in a marble controlling game. Characters and their information can be described and contained on a single computer, on multiple computers, and in online environments. Characters can interact with other Characters. A Character can be controlled by the position of a Device or a Cursor, and a Character can be any Cursor or any object.

[0019] A Cursor is a virtual object controlled by a User controlling a Haptic Device. As the User moves the Haptic Device, the Cursor can move in some relationship to the movement of the Device. Typically, though not always, the Cursor moves proportionally to the movement of the Haptic Device along each axis (x,y,z). Those movements, however, can be scaled, rotated, or skewed or modified by any other function, and can be modified in these ways differently along different axes. For example, a Cursor can be controlled through a pivot point, where a movement of the Haptic Device to the right would move the Cursor to the left (the amount of movement can depend on a simulation of where the pivot point is located with respect to the Cursor). A Cursor can be a point, a sphere, any other geometric shape, a polygonal surface, a volumetric representation, a solids model, a spline based object, or can be described in any other mathematical way. A Cursor can also be a combination of any number of those objects. The graphical, haptic, and sound representations of a Cursor can be different from each other. For example, a Cursor can be a perfect haptic sphere, but a polygonal graphical sphere.

[0020] A Cursor can be controlled directly, or can be controlled through the interactions of one or more virtual objects that interact with another virtual object or other virtual objects. For example, a Haptic Device can control a point that is connected to a sphere with a spring, where the sphere is used as the Cursor. A Cursor's movements can be constrained in the visual, haptic, audio, or other sensory domain, preventing the Cursor, or its use, from moving into a specified area. Cursor movements can be constrained by objects, algorithms, or physical stops on a Device as examples. The position of a Cursor and the forces created can be modified with any type of linear or non-linear transformation (for example, scaling in the x direction). Position can be modified through transformations, and the forces created can be modified through an inverse function to modify the perception of Cursor movements, to modify objects (such as scale, rotation, etc), or to give interesting effects to the User. A Cursor can have visual, haptic, and sound representations, and any properties of any of those three Cursor modalities can be different. For example, a Cursor can have different sound, graphic, and haptic representations. A Cursor does not need to be shown visually. Also, a Cursor can vary in any of the ways described above differently at different times. For example, a Cursor can have a consistent haptic and graphic position when not touching objects, but a different haptic and graphic position when objects are touched. A Cursor can be shown graphically when preparing to perform an action (like beginning a snowboard run, beginning a golf swing, or selecting an object), and then not shown graphically when performing the action (snowboarding, swinging a golf club, or holding an object, respectively).

Continue reading about Bimodal user interaction with a simulated object...
Full patent description for Bimodal user interaction with a simulated object

Brief Patent Description - Full Patent Description - Patent Application Claims

Click on the above for other options relating to this Bimodal user interaction with a simulated object patent application.
###
monitor keywords

How KEYWORD MONITOR works... a FREE service from FreshPatents
1. Sign up (takes 30 seconds). 2. Fill in the keywords to be monitored.
3. Each week you receive an email with patent applications related to your keywords.  
Start now! - Receive info on patent apps like Bimodal user interaction with a simulated object or other areas of interest.
###


Previous Patent Application:
System and method of textual information analytics
Next Patent Application:
Device dream application for a mobile terminal
Industry Class:
Data processing: presentation processing of document

###

FreshPatents.com Support
Thank you for viewing the Bimodal user interaction with a simulated object patent info.
IP-related news and info


Results in 0.26517 seconds


Other interesting Feshpatents.com categories:
Computers:  Graphics I/O Processors Dyn. Storage Static Storage Printers 174
filepatents (1K)

* Protect your Inventions
* US Patent Office filing
patentexpress PATENT INFO